Medium Humanoid (Goliath), Chaotic Neutral
Armor Class 19 (barkskin, shield +1)
Hit Points 227 (24d8 + 144)
Speed 30 ft.
STR
19 (+4)
DEX
15 (+2)
CON
22 (+6)
INT
13 (+1)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws DEX +8, CON +12, WIS +11
Skills Athletics +10, Nature +7, Perception +17, Survival +11
Damage Resistances Fire, Poison
Damage Immunities Cold
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 27
Languages Common, Druidic, Dwarvish, Giant, Sylvan, Undercommon
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. Vulnir has advantage on saving throw against spells and any other magical effects.

Mountain Born. Vulnir is acclimated to high altitude, including elevations above 20,000 feet.

Powerful Build. Vulnir counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.

Siege Monster. Vulnir deals double damage to objects and structures.

Speak with Beasts and Plants. Vulnir can communicate with beasts and plants as if they shared a language.

Specialized Healer. Whenever the goliath uses a spell slot to heal a creature within 120 feet of itself, all creatures of the goliath's choice gain 10 hit points. If a summoned beast or fey is healed this way, they have advantage on the next attack roll they make.

Spellcasting. The druid is a 20th-level Circle spellcaster. His spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, guidance, produce flame, resistance, thorn whip

1st level (4 slots): cure wounds, entangle, faerie fire, healing word, thunderwave

2nd level (3 slots): animal messenger, flame blade, hold person, pass without trace

3rd level (3 slots): call lightning, conjure animals, dispel magic, plant growth

4th level (3 slots): dominate beast, freedom of movement, stoneskin

5th level (2 slots): commune with nature, conjure elemental, mass cure wounds

6th level (2 slots): heal, wall of thorns

7th level (2 slots): fire storm, whirlwind

8th level (1 slot): earthquake

9th level (1 slot): foresight

Zenith Animus. When the goliath drops to 0 hit point, conjure animals is cast at 9th-level centered on the goliath, not requiring concentration. The beasts summoned in this way disappear after 1 hour or when the goliath dismisses them as an action.

Actions

Quarterstaff. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d8+6) bludgeoning damage.

Maul (Beast Form). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing damage.

Change Shape. Vulnir magically polymorphs into a beast or elemental with a challenge rating of 7 or less, and can remain in this form for up to 10 hours. Vulnir can choose whether his equipment falls to the ground, melds with his new form, or is worn by the new form. He reverts to his true form if he dies or falls unconscious. Vulnir can revert to his true form using a bonus action on his turn.

While in a new form, Vulnir retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.

The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

Vulnir's preferred forms: fluxcharger, giant ape

Reactions

Stone’s Endurance (Recharges 5-6). When the goliath takes damage, it reduces the damage taken by 30 (1d12 + 24).

Description

Vulnir is a follower of the Elder Magicks, a long lost form of druidic practice that focuses on preserving the magic that keeps certain ecosystems alive. Most Followers of the Elder Ways are ancient protectors of the land who have deals with many entities that exist across the planes. 

Vulnir is around 550 years old, and is highly attuned to the magics of the Fey. He had made a deal with a coven of Annis Hags in the mountains of his homeland and promised them to always protect the savage and wild and to never get in the way of someone walking into death.

SerpentOfPluto

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